Thanks for pointing this out. IMO, BCS design will need to do away with the consoles (too numerous) and abstract batteries something like HG did. In ACS, you can redefine console use and thus reconfigure batteries, so there needs to be a flexible battery system in BCS, as well as a way to combine separate ships into batteries.
Agreed with abstracting away the fiddly stuff.
From 2016 to 2017 I wrote a Proof of Concept (no surprise there) of BCS. I drew from High Guard 1 and 2, articles by Clay Bush, and other sources for concepts, and T5 formed the basis of the charts and formulas.
By Marc's intentions, the system centered on capital ship design, and in particular centered on the primary weapon (Marc gave me a one-page build system concept for primaries); by extension the system is able to build the non-capitals as well.
My attempt at a ship card put the output data on one 3x5 card, because I believed that
more data is the enemy of
better data. I also observed the level of detail of ships from Mayday to Book 2 to High Guard to MegaTraveller to Battle Rider, and observed that for wargames, data is detrimental unless it can be put to good practical use. The number of consoles and toilets and staterooms is not important. 20 pieces of data can summarize a Tigress or Azhanti High Lightning well enough. More is probably overkill.
- 1: Mission/Code
- 2: Hull Configuration
- 3: Maneuver rating, or perhaps simply Agility.
- 4: Jump capability. Perhaps jump rating.
- Left and Right Edges: Lists of Defenses and Weapons, aggregate scores and notes. This includes armor, troop levels, and carried squadrons. It probably has some mutually exclusive elements and abstractions to the level of the game's resolution.
Cost, Veteran Status, and Special Things are probably relegated to a data sheet, supplement, and stacking cards.
Marc is currently working on an ACS combat game. It uses ship cards the size of playing cards, and abstracts a ship's design into a couple dozen data points.
I intend to modify my design document to produce BCS that fit that same card template.
Thought Exercise 1. What's an Azhanti High Lightning-class cruiser got that's really important to know?
1. Fleet Intruder or Something Else
2. Braced hull
3. J5, M2
4. PA Spine of a certain strength.
5. A variety of secondaries, including Troops and Fighters
6. A variety of defenses, including light armor
Special Stuff: some of them have a Black Globe.
The natures and strengths of these are important, as is the rules on how they interact.
Computer rating was important in High Guard, because it's an attack DM. TL is important during design, but it's a mere footnote afterwards.